import {
  document,
	window,
	HTMLCanvasElement,
	requestAnimationFrame,
	cancelAnimationFrame,
core,
	Event,
  Event0
} from "dhtml-weixin"
import * as THREE from './three/Three';

import Stats from 'three/addons/libs/stats.module.js';

import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { OrbitControls0 } from 'three/addons/controls/OrbitControls0.js';
import { MarchingCubes } from 'three/addons/objects/MarchingCubes.js';
import { ToonShader1, ToonShader2, ToonShaderHatching, ToonShaderDotted } from 'three/addons/shaders/ToonShader.js';

var requestId
Page({
  onShareAppMessage(){
    return getApp().onShare()
  },
  onShareTimeline(){
     return {title:"ThreeX 2.0"}
  },
	onUnload() {
		cancelAnimationFrame(requestId, this.canvas)
		this.worker && this.worker.terminate()
if(this.canvas) this.canvas = null
		setTimeout(() => {
			if (this.renderer instanceof THREE.WebGLRenderer) {
				this.renderer.dispose()
				this.renderer.forceContextLoss()
				this.renderer.context = null
				this.renderer.domElement = null
				this.renderer = null
			}
		}, 0)
	},
  webgl_touch(e){
		const web_e = (window.platform=="devtools"?Event:Event0).fix(e)
		this.canvas.dispatchEvent(web_e)
  },
  onLoad() {
		document.createElementAsync("canvas", "webgl2").then(canvas => {
      this.canvas = canvas
      this.body_load(canvas).then()
    })
  },
  async body_load(canvas3d) {	
  let container, stats;

  let camera, scene, renderer;

  let materials, current_material;

  let light, pointLight, ambientLight;

  let effect, resolution;

  let effectController;

  let time = 0;

  const clock = new THREE.Clock();

  init();
  animate();

  function init() {

    container = document.getElementById( 'container' );

    // CAMERA

    camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 10000 );
    camera.position.set( - 500, 500, 1500 );

    // SCENE

    scene = new THREE.Scene();
    scene.background = new THREE.Color( 0x050505 );

    // LIGHTS

    light = new THREE.DirectionalLight( 0xffffff, 3 );
    light.position.set( 0.5, 0.5, 1 );
    scene.add( light );

    pointLight = new THREE.PointLight( 0xff7c00, 3, 0, 0 );
    pointLight.position.set( 0, 0, 100 );
    scene.add( pointLight );

    ambientLight = new THREE.AmbientLight( 0x323232, 3 );
    scene.add( ambientLight );

    // MATERIALS

    materials = generateMaterials();
    current_material = 'shiny';

    // MARCHING CUBES

    resolution = 28;

    effect = new MarchingCubes( resolution, materials[ current_material ], true, true, 100000 );
    effect.position.set( 0, 0, 0 );
    effect.scale.set( 700, 700, 700 );

    effect.enableUvs = false;
    effect.enableColors = false;

    scene.add( effect );

    // RENDERER

    renderer = new THREE.WebGLRenderer();
    renderer.setPixelRatio( window.devicePixelRatio );
    renderer.setSize( window.innerWidth, window.innerHeight );
    container.appendChild( renderer.domElement );

    // CONTROLS

    const controls = new (window.platform=="devtools"?OrbitControls:OrbitControls0)( camera, renderer.domElement );
    controls.minDistance = 500;
    controls.maxDistance = 5000;

    // STATS

    stats = new Stats();
    container.appendChild( stats.dom );

    // GUI

    setupGui();

    // EVENTS

    window.addEventListener( 'resize', onWindowResize );

  }

  //

  function onWindowResize() {

    camera.aspect = window.innerWidth / window.innerHeight;
    camera.updateProjectionMatrix();

    renderer.setSize( window.innerWidth, window.innerHeight );

  }

  function generateMaterials() {

    // environment map

    const path = 'textures/cube/SwedishRoyalCastle/';
    const format = '.jpg';
    const urls = [
      path + 'px' + format, path + 'nx' + format,
      path + 'py' + format, path + 'ny' + format,
      path + 'pz' + format, path + 'nz' + format
    ];

    const cubeTextureLoader = new THREE.CubeTextureLoader();

    const reflectionCube = cubeTextureLoader.load( urls );
    const refractionCube = cubeTextureLoader.load( urls );
    refractionCube.mapping = THREE.CubeRefractionMapping;

    // toons

    const toonMaterial1 = createShaderMaterial( ToonShader1, light, ambientLight );
    const toonMaterial2 = createShaderMaterial( ToonShader2, light, ambientLight );
    const hatchingMaterial = createShaderMaterial( ToonShaderHatching, light, ambientLight );
    const dottedMaterial = createShaderMaterial( ToonShaderDotted, light, ambientLight );

    const texture = new THREE.TextureLoader().load( 'textures/uv_grid_opengl.jpg' );
    texture.wrapS = THREE.RepeatWrapping;
    texture.wrapT = THREE.RepeatWrapping;
    texture.colorSpace = THREE.SRGBColorSpace;

    const materials = {
      'shiny': new THREE.MeshStandardMaterial( { color: 0x9c0000, envMap: reflectionCube, roughness: 0.1, metalness: 1.0 } ),
      'chrome': new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: reflectionCube } ),
      'liquid': new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: refractionCube, refractionRatio: 0.85 } ),
      'matte': new THREE.MeshPhongMaterial( { specular: 0x494949, shininess: 1 } ),
      'flat': new THREE.MeshLambertMaterial( { /*TODO flatShading: true */ } ),
      'textured': new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0x111111, shininess: 1, map: texture } ),
      'colors': new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0xffffff, shininess: 2, vertexColors: true } ),
      'multiColors': new THREE.MeshPhongMaterial( { shininess: 2, vertexColors: true } ),
      'plastic': new THREE.MeshPhongMaterial( { specular: 0xc1c1c1, shininess: 250 } ),
      'toon1': toonMaterial1,
      'toon2': toonMaterial2,
      'hatching': hatchingMaterial,
      'dotted': dottedMaterial
    };

    return materials;

  }

  function createShaderMaterial( shader, light, ambientLight ) {

    const u = THREE.UniformsUtils.clone( shader.uniforms );

    const vs = shader.vertexShader;
    const fs = shader.fragmentShader;

    const material = new THREE.ShaderMaterial( { uniforms: u, vertexShader: vs, fragmentShader: fs } );

    material.uniforms[ 'uDirLightPos' ].value = light.position;
    material.uniforms[ 'uDirLightColor' ].value = light.color;

    material.uniforms[ 'uAmbientLightColor' ].value = ambientLight.color;

    return material;

  }

  //

  function setupGui() {

    const createHandler = function ( id ) {

      return function () {

        current_material = id;

        effect.material = materials[ id ];
        effect.enableUvs = ( current_material === 'textured' ) ? true : false;
        effect.enableColors = ( current_material === 'colors' || current_material === 'multiColors' ) ? true : false;

      };

    };

    effectController = {

      material: 'shiny',

      speed: 1.0,
      numBlobs: 10,
      resolution: 28,
      isolation: 80,

      floor: true,
      wallx: false,
      wallz: false,

      dummy: function () {}

    };

    let h;

    const gui = new GUI();

    // material (type)

    h = gui.addFolder( 'Materials' );

    for ( const m in materials ) {

      effectController[ m ] = createHandler( m );
      h.add( effectController, m ).name( m );

    }

    // simulation

    h = gui.addFolder( 'Simulation' );

    h.add( effectController, 'speed', 0.1, 8.0, 0.05 );
    h.add( effectController, 'numBlobs', 1, 50, 1 );
    h.add( effectController, 'resolution', 14, 100, 1 );
    h.add( effectController, 'isolation', 10, 300, 1 );

    h.add( effectController, 'floor' );
    h.add( effectController, 'wallx' );
    h.add( effectController, 'wallz' );

  }

  // this controls content of marching cubes voxel field

  function updateCubes( object, time, numblobs, floor, wallx, wallz ) {

    object.reset();

    // fill the field with some metaballs

    const rainbow = [
      new THREE.Color( 0xff0000 ),
      new THREE.Color( 0xffbb00 ),
      new THREE.Color( 0xffff00 ),
      new THREE.Color( 0x00ff00 ),
      new THREE.Color( 0x0000ff ),
      new THREE.Color( 0x9400bd ),
      new THREE.Color( 0xc800eb )
    ];
    const subtract = 12;
    const strength = 1.2 / ( ( Math.sqrt( numblobs ) - 1 ) / 4 + 1 );

    for ( let i = 0; i < numblobs; i ++ ) {

      const ballx = Math.sin( i + 1.26 * time * ( 1.03 + 0.5 * Math.cos( 0.21 * i ) ) ) * 0.27 + 0.5;
      const bally = Math.abs( Math.cos( i + 1.12 * time * Math.cos( 1.22 + 0.1424 * i ) ) ) * 0.77; // dip into the floor
      const ballz = Math.cos( i + 1.32 * time * 0.1 * Math.sin( ( 0.92 + 0.53 * i ) ) ) * 0.27 + 0.5;

      if ( current_material === 'multiColors' ) {

        object.addBall( ballx, bally, ballz, strength, subtract, rainbow[ i % 7 ] );

      } else {

        object.addBall( ballx, bally, ballz, strength, subtract );

      }

    }

    if ( floor ) object.addPlaneY( 2, 12 );
    if ( wallz ) object.addPlaneZ( 2, 12 );
    if ( wallx ) object.addPlaneX( 2, 12 );

    object.update();

  }

  //

  function animate() {

    requestId = requestAnimationFrame( animate );

    render();
    stats.update();

  }

  function render() {

    const delta = clock.getDelta();

    time += delta * effectController.speed * 0.5;

    // marching cubes

    if ( effectController.resolution !== resolution ) {

      resolution = effectController.resolution;
      effect.init( Math.floor( resolution ) );

    }

    if ( effectController.isolation !== effect.isolation ) {

      effect.isolation = effectController.isolation;

    }

    updateCubes( effect, time, effectController.numBlobs, effectController.floor, effectController.wallx, effectController.wallz );

    // render

    renderer.render( scene, camera );

  }
  }
})